Graphics › Basics
Normals and light
Know first: Color is numbers
Why a face turned toward the sun is brighter than one turned sideways, and how one formula computes it. Then how a rock of a couple of thousand triangles can look as if it has a million.
Why this matters
Light is what makes a 3D picture look solid. Without it, a model is a flat silhouette filled with color. The engine works out the lighting for every pixel, and almost all of that calculation rests on one quantity: the normal.
Once you see how a normal becomes brightness, a lot falls into place. You know why normal maps exist and why models sometimes look faceted or puffy. You know why bumps sometimes turn into dents after an import, and how moss knows which side of a rock is the top.